Idoneth Deepkin – Akhelian Morrsarr Guard
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14"
4
4+
6
WARSCROLL

Akhelian Morrsarr Guard

Swift and hard-hitting, the Akhelian Morrsarr Guard are aggressive fast cavalry. In a blurring streak, they are upon the foe. Backed by the speed of the Fangmora Eel, the lowered voltspears of the Akhelians strike with lethal impact. Additionally the voltspears allow the Akhelians to build up and release the electrical charge generated by the Fangmora Eel in a deadly biovoltaic blast.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Voltspear
Voltspear2"23+3+-1
Fangmora’s Fanged Maw
Fangmora’s Fanged Maw1"13+3+-D3
Fangmora’s Lashing Tail
Fangmora’s Lashing Tail2"D33+3+-1
PITCHED BATTLE PROFILE

Unit Size: 3      Points: 195
Battlefield Role: None
Base size: 60 x 35mm
Notes: Battleline if general is an AKHELIAN HERO

DESCRIPTION

A unit of Akhelian Morrsarr Guard has 3 or more models. The riders fight with voltspears in one hand and carry shields with the other. They ride serpentine Fangmora Eels that bite at their enemies with Fanged Maws and batter them with their Lashing Tails.

COMMAND GROUP: This unit can be led by a Lochian Prince, and can have any number of standard bearers and musicians. Add 1 to the Attacks characteristic of a Lochian Prince’s Voltspear. You can re-roll battleshock tests for this unit if it includes any standard bearers, and you can re-roll charge rolls for this unit if it includes any musicians.

FLY: Akhelian Morrsarr Guard can fly.

ABILITIES

Biovoltaic Blast: Biovoltaic energy produced by Fangmora Eels is stored by their riders, ready to be discharged as a bolt of energy when the time is right.
Once per battle, at the start of a combat phase, you can say that this unit will unleash the biovoltaic energy stored in its voltspears. If you do so, roll 1 dice for each model in this unit. For each 3+, pick an enemy unit within 3" of this unit. That unit suffers 1 mortal wound. For each 6+, the unit that is picked suffers D3 mortal wounds instead.

Wave Riders: When these warriors charge the foe, their spears hit with the power of a crashing wave.
This unit’s voltspears have a Rend characteristic of -2 and a Damage characteristic of 2 if this unit made a charge move earlier in the same turn.

KEYWORDS
ORDER, AELF, IDONETH DEEPKIN, AKHELIAN, AKHELIAN GUARD, MORRSARR GUARD

The AKHELIAN and HERO keywords are used in the following Idoneth Deepkin warscrolls:

Leader
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The AKHELIAN keyword is used in the following Idoneth Deepkin warscrolls:

None
Leader
Behemoth

The AKHELIAN GUARD keyword is used in the following Idoneth Deepkin warscrolls:

None
© Vyacheslav Maltsev 2013-2021